Designing Sound in SuperCollider/Transporter

(x={varbeam_envelope,phasor,beam,feedback,transporter,reverb,activateEnv,percEnv,activate,buffer;buffer=LocalBuf(SampleRate.ir*0.12);// feedback has to be 0 at the beginning, to avoid input // nil before sound has been produced feedback=0;// Activate Sound (fig 56.3)activateEnv=EnvGen.ar(Env.new([0,1,1,0],[0.01,0.01,5]));percEnv=EnvGen.ar(Env.new([1,1,0],[0.01,0.12]));activate=(1-activateEnv*120+775)+(WhiteNoise.ar(0.1)+SinOsc.ar(30,mul:40));activate=OnePole.ar(activateEnv,exp(-2pi*(30*SampleDur.ir)))*LFSaw.ar(activate,1,0.5,0.5);// adding a percussive shape at the beginning of the soundactivate=(activate+(WhiteNoise.ar*percEnv))*3;activate=Clip.ar(activate,-1,1);activate=BPF.ar(activate,[775,1550,2325],13.reciprocal).sum*0.5;// Beam Sound beam=LFSaw.ar(467.1,1,0.5,0.5)-0.5;beam=beam-(Wrap.ar(beam)-0.5);// two stage FM processphasor=LFSaw.ar(beam*6500+277,1,0.5,0.5)-0.5;beam=beam*(phasor-(Wrap.ar(phasor)-0.5));beam=DelTapWr.ar(buffer,beam+(feedback*0.7));beam_envelope=Line.ar(0,1,12);feedback=DelTapRd.ar(buffer,beam,(1-beam_envelope*12+1// flanger effect w/ variable delays spaced 12ms apart [0,12,24]+12*(0..2))// DelTapRd requires delaytime in seconds (the equivalence in pd [vd~] // calculates with miliseconds, for it the division by 1000)/1000,interp:4).sum*0.3;transporter=(beam_envelope*(-1)+1).min(beam_envelope)*4*feedback;transporter=(transporter-OnePole.ar(transporter,exp(-2pi*(100*SampleDur.ir))));transporter=BPF.ar(transporter,// whole tone scaleArray.geom(12,466.164,1.12247),[1200,1100,930,910,880,840,800,760,720,680,640,620].reciprocal).sum*12;reverb=GVerb.ar(transporter+(activate*0.1),100,8,0.1,0.9);reverb=reverb+(activate*0.5)!2;}.play)x.free;